Mewgenics Skills Guide – The Best Skills For Each Class

Mewgenics Skills Guide – The Best Skills For Each Class

Are you eager to learn about the best skills in Mewgenics? Each class has a plethora of abilities, many of which offer surprising synergies that fully utilize their combat roles. However, there are a few that can make your adventure runs a breeze, provided that you’re lucky enough to draft them, that is.

Note: Are you just as curious as a cat? We invite you to check our class tier list so you know how well each cat archetype excels in battles. In addition to this, you can find all of our other guides in our Mewgenics guides hub.

Mewgenics – Leveling up and multiclassing to choose skills

Before we continue to the meat of our guide, we have to summarize how you can actually come up with character builds:

  • By default, each cat character has a basic attack and a Collarless–i.e. non-class-specific–active skill. Randomized active and passive skills are added upon “locking in” your choice during class selection.
  • If you master the game’s breeding system, you could have cats that inherit the abilities of their parents, which means they’ll have class-specific abilities from the start.
  • When a cat levels up, four options are drafted but you can only choose one out of the bunch. There are a few reroll methods if you really want to fine-tune your build.
  • Class Path and Class Soul skills are unlocked upon clearing Act 2 – Core and Act 2 – Moon, respectively. These grant additional means of multiclassing.

For the sake of clarity, we’ll only focus on skills that are innate within each class. If you’re lucky enough to spot these in your playthrough, make sure those cats survive. Perhaps their offspring might inherit these abilities, which means you can mix-and-match their build in a future run.

Best skills for Collarless cats

The Collarless–i.e. basic class–has predominantly generalist skills, most of which are used to buff units. Very few of these are actually worthwhile and you’re better off multiclassing with them. That being said, several are more noteworthy compared to the rest.

Active skills:

  • Vet Visit (0 mana) – Spend 5 coins to heal 10 HP; once per turn.
  • Buy Catnip (0 mana) – Spend 5 coins to gain +10 mana; once per turn.
  • Subway Ride (0 mana) – Spend 5 coins to teleport to any tile.
  • Hire Hitman (0 mana) – Spend 7 coins to summon a bounty hunter; once per turn.
  • Copycat (5 mana) – This spell is a copy of the most recent spell cast by a party member.
  • Hose Off (5 mana) – Spray a unit with water to cleanse its debuffs and make a puddle; once per turn.
  • Second Wind (8 mana) – Refresh your basic attack, movement, weapon, and trinket; once per battle.

Passive skills:

  • Bare Minimum – Your stats can’t go below 5.
  • Careful – The damage you deal to your allies is zero.
  • Unrestricted – Actions with a once per battle restriction can be cast once per turn instead.

You’re likely to have extra coin as you progress further in your runs, and you can spend these on skill activations instead. Similarly, certain passive skills are good to have. Bare Minimum, in particular, negates the stat penalties from injuries, diseases, and quest item shenanigans.

Best skills for Tank cats

We were conflicted about listing the best skills in Mewgenics for the Tank class. Even though the Tank has numerous abilities, only a handful are must-haves in adventure runs.

Active skills:

  • Steelskin – Gain +99 Brace until your next turn. This skill is disabled until you take a total of 25 damage.
  • Goad – Force an enemy to move toward you.
  • Bodyguard – The next time an ally is targeted by an enemy, switch places with that ally.

Passive skills:

  • Hard Head – You block all attacks from the front.
  • Hardy – Heal to full at the start of each battle.
  • Toad Style – Gain +4 SPD. Your movement action becomes Jump. Landing on a unit damages and displaces it.
  • Pet Rocks – Rocks you spawn are alive and have +3 HP. Spawn a rock at the start of battle.

Steelskin, if you have it, becomes your “emergency button.” It will reduce all damage you take for that turn, making you nigh unkillable. Goad and Bodyguard, meanwhile, prevent enemies from focusing on your teammates.

The Hard Head passive is great, too, allowing your character to stand in front of dangerous foes without worrying too much. Combined with effects like Shield and Thorns, your enemies will get hurt if they attempt to assail you. Lastly, Pet Rocks is quite amazing, but only if you have items that can spawn more rock minions.

Best skills for Fighter cats

The Fighter has to be in the thick of the fray at all times. Various skills bolster the class’ combat prowess.

Active skills:

  • Spin (6 mana) – Attack everything around you three times.
  • Fury Swipes (6 mana) – A weak melee attack that has a chance to hit multiple times.
  • Counterattack (6 mana) – Counter all attacks made against you until the entire turn.
  • Stoopzerk (6 mana) – Your INT becomes zero. You can attack an extra time for the rest of the battle. Grants access to the More Angrier skill.
    • More Angrier (X mana) – Lose all of your mana and gain that much STR until the end of your turn.
  • Confront (7 mana) – Move in front of an enemy.
  • Gravity Slam (6 mana) – Jump to a tile and pull enemies toward you when you land.
  • Think Too Hard (2 mana) – Take damage equal to your INT. The next spell you cast this turn is free.
  • Berserk (4 mana) – Gain +5 STR and Bruise 5. This ability becomes Berserker Dash.
  • Berserker Dash (2 mana) – A short-range dash attack.

Passive skills:

  • Fervor – Heal +5 HP whenever you down a unit.
  • Frenzy – Gain +2 STR whenever you down a unit.
  • Punch Face – Your basic attacks are critical hits if they hit the front of a unit.
  • Underdog – You have +2 STR and +1 Brace for each enemy that’s adjacent to you.

A combination of any of these abilities should turn your Fighter into a powerhouse. The playstyle might be high-risk, high-reward, but the offensive throughput is more than enough to carry a team.

Best skills for Mage cats

Mages are your premiere spellcasters. They have access to some of the best skills in Mewgenics. However, you need to properly position them for certain options due to line-of-sight restrictions.

Active skills:

  • Meteor Storm (10 mana) – Summon meteors that hit random tiles in a large area. These meteors have a chance to stun, create fires, or leave rocks behind.
  • Mega Blast (13 mana) – Deal high damage in a cone.
  • Homing Blasts (7 mana) – Shoot three Magic Missiles at random enemies.
  • Cryo Heal (8 mana) – Heal and inflict Freeze 1 to a unit in range 3.
  • Teleport (6 mana) – Teleport to any tile.

Passive skills:

  • Learn from Me – When you cast a spell, all your allies gain access to that spell in their bonus slot.
  • Two – If you cast only one spell during your previous turn, you double cast your next spell.
  • Paw Missile – Your basic attack changes to Magic Missile and its damage scales with INT.
  • Ice Aspect – Gain Ice immunity. You can damage frozen units. Units that contact you take +1 Ice damage, Slow 2, and have a chance to be Frozen.
  • Magic Guru – Allies have +1 mana regeneration. When an ally spends 7+ mana to cast a spell, they gain All Stats Up.

Meteor Storm is an awe-inspiring spell that can easily help you win a lot of battles. Cryo Heal, meanwhile, is the best healing ability in the game, bar none, since the Freeze status also makes you–or a teammate you cast it on–immune to damage for that turn.

Furthermore, if you see the Learn from Me passive, you should definitely complete that run. Assuming you have Cryo Heal or another great spell, your allies will be able to cast that ability, too.

Best skills for Hunter cats

Hunters snipe targets from afar. Although their mobility is fairly low, they more than make up for it with high-critical shots.

Active skills:

  • Arrow Flurry (8 mana) – Shoot five weak shots. Each shot has a 50% chance to miss.
  • Heavy Shot (4 mana) – Shoot a high damage shot with a 70% chance to miss.
  • Line Shot (7 mana) – An attack that hits all units in a straight line.
  • Snipe (6 mana) – Fire a shot exactly six tiles away that ignores Shield and cannot miss.
  • Marked (5 mana) – Inflict Marked on a unit. The next physical attack is a guaranteed critical hit and cannot miss.
  • Sentry Mode (6 mana) – The next time an enemy ends its movement within your basic attack range, shoot it as well.

Passive skills:

  • Thrill of the Hunt – At the end of the battle, if you killed at least three enemies, gain +1 DEX permanently and find a random consumable item.
  • Bullseye – Your ranged attacks never miss; +25% critical hit chance.
  • Rubber Arrows – Your projectiles bounce to another enemy within three tiles.
  • Tower Defense – When an enemy comes within range, shoot them for +1 damage.

Yes, as you can see, some of our recommendations might have you missing your shots to often. However, you can offset this issue with items, spells, and passives that guarantee hits. Imagine five shots from Arrow Flurry hitting for a total of 50 damage, and you’ll bring down bosses in no time. Moreover, the Thrill of the Hunt passive lets you stack Dexterity throughout a run, which further boosts your damage output.

By the same token, abilities like Sentry Mode or the Tower Defense passive tend to be more defensive in nature. But these extra potshots are triggered each time your opponents move around. This includes knockback effects from that periodically occur.

Best skills for Cleric cats

The Cleric is your go-to option for healing, thanks to a multitude of spells that keep allies in tip-top condition. We have some suggestions below.

Active skills:

  • Prayer (4 mana) – Heal units in an area.
  • Healing Word (5 mana) – Heal a unit at range.
  • Adoubment (5 mana) – Heal a unit and remove its debuffs. That unit gains +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
  • Awaken (1 mana) – Revive a body to +1 HP.
  • Revive (8 mana) – Revive a body to +50% HP and cure one of its injuries.
  • Open Wounds (8 mana) – This attack deals more damage the less health the target unit has based on their HP percentage.
  • Cleanse (3 mana) – Removes all debuffs from units in an area.
  • Reverse Damage (4 mana) – Reverse the last damage that an adjacent unit took.
  • Crusade (3 mana) – You and your allies move toward the nearest enemy.
  • Circle of Protection (8 mana) – Give +1 Holy Shield to each unit within two tiles of you.

Passive skills:

  • Ranged Medic – Your basic attack is now a ranged lobbed attack that heals allies and damages enemies.
  • Caretaker – When you heal another unit, you heal yourself for that amount.
  • Breath of Life – Revive a downed unit when you heal it.
  • Purifier – Your basic attack removes debuffs from allies.
  • Enchanted Relic – Your trinket’s active and passive effects are doubled.

There are a lot of viable options for the Cleric, and having just one of these healing spells (or the Ranged Medic passive) ought to be fine for an adventure run. Crusade, meanwhile, improves the mobility of all teammates. There’s also Open Wounds, which can deal a ridiculous amount of damage once you’ve whittled down a boss’ HP.

Best skills for Thief cats

Thieves are able to flank hostiles, dealing damage just a few tiles away or getting close enough to dish out a ton of punishment. They have the highest Speed bonus among all classes in the game, which means you need to move around a lot to strike your targets.

Active skills:

  • Shadow (4 mana) – Teleport behind a unit.
  • Stalk (3 mana) – Target any unit. Teleport behind it at the start of your next turn. Can only be cast once per turn.
  • Boost Backstab (4 mana) – At the end of your turn, your backstabs do +75% more damage and ignore Shields.
  • Assassinate (8 mana) – A melee attack that can only hit from behind. This attack ignores Shields and has a 50% crit chance.
  • Poison Nail (3 mana) – Throw a nail that inflicts poison and ignores Shields.
  • Venom Barrage (5 mana) – Throw a nail that inflicts poison and ignores Shields at each enemy in your line of sight.
  • Pierce (4 mana) – Gain +2 range. Your attacks pass through units and ignore Shields for the rest of the turn.
  • Chakram (3 mana) – Throw a projectile that passes through units and returns to you. This can collect pickups.

Passive skills:

  • Backstabber – Your backstabs are always critical hits.
  • Sweetspot – Gain +1 range; basic attacks deal more damage the farther you are from a target.
  • Poison Tips – Your basic attacks inflict Poison 1.
  • Stealthed – Start each battle with Stealth–i.e. +50% dodge chance. You lose Stealth when you get hit.

If you pick a Thief for your cat, you need to be mindful of repositioning since the class’ basic attack and certain skills only hit in a straight line. You should also try Shadow or Stalk, combined with Assassinate, for ruthless critical hit backstabs.

Best skills for Necromancer cats

Necromancers are able to call upon the dead to assist the living. They also have spells that are more potent if they’re incapacitated.

Active skills:

  • Soul Link (6 mana) – Inflict Soul Link on units in an area. Whenever a linked character loses health, all other linked units take the same amount of damage.
  • Reanimate (5 mana) – Resurrect a body to half HP. It becomes a Zombie and joins your team.
  • Eternal Servitude (12 mana) – Resurrect an enemy body to full HP. It joins your team.
  • Shriek (9 mana) – Inflict Fear 1, Confusion 2, and Madness 2 on all units within a cone.
  • Reaper Step (6 mana) – Teleport to an open tile in range 1. When a unit dies, this spell’s range increases to by +1.

Passive skills:

  • Soul Bond – Your basic attack inflicts Soul Link.
  • Spread Sorrow – Whenever you inflict a debuff on an enemy, inflict the same debuff on another random enemy.
  • Eternal Health – Suffer only Jinxed–i.e. you lose -1 Luck–when you’re downed. When your party wins a battle, heal to full HP.
  • Last Grasp – When you’re downed, deal 6 damage to each enemy and heal 6 HP to all allies. Gain the Seppuku bonus ability.
    • Seppuku (6 mana) – Down yourself.

The Necromancer’s bread-and-butter should be its Soul Link spell, used in conjunction with either the Soul Bond or Spread Sorrow passives. This has the potential to greatly damage multiple units, speeding up each fight considerably. Unfortunately, other spells, like Coffin Flop and Carrion Shot, are laughably weak unless you’re downed. You could rely on the Eternal Health or Last Grasp passives, but make sure that there are other abilities or items that negate injury penalties.

It’s also possible to focus more on undead minions. Both Reanimate and Eternal Servitude work on even the toughest regular enemies. This includes monsters that can one-shot their targets. If you can keep these creatures alive, they’ll be able to finish off bosses on their own.

Best skills for Druid cats

Druids can shapeshift into other creatures, while also summoning minions to aid them in battle. Alternatively, you can opt for a more support-oriented role if you wish to buff and heal your squad.

Active skills:

  • Encourage (8 mana) – Give a familiar an extra turn after this one.
  • Form of the Squirrel (10 mana) – Spawn squirrels on each adjacent tile, then enter Squirrel Form. Your basic attack becomes Chitter and this skill becomes Birth Squirrel.
    • Chitter – Increases the damage of familiars.
    • Birth Squirrel (8 mana) – Spawns another Squirrel familiar.
  • Squirrel Squad (15 mana) – Summon five Baby Squirrels.
  • Death Metal (13 mana) – A song that explodes a random enemy.

Passive skills:

  • Love Song – Your basic action has +2 area and heals an additional +1 HP.
  • Rap God – Your basic action also gives temporary +4 SPD.
  • Versatile Vocalist – Your basic action deals +1 damage to enemies and inflicts temporary -1 damage debuff. Your basic attacks won’t apply debuffs to allies or buffs to enemies.
  • Super Crow – Your crow now has upgraded abilities.
  • Empty Vessels – Familiars you spawn have +3 health regeneration and +10 max health.
  • Suicide Squad – Your controllable familiars gain Self Destruct as their bonus ability.
    • Self Destruct (7 damage) – This unit explodes.

Squirrels have some of the highest damage output among minions, assuming they can land all of their attacks. You could also buff them further with Empty Vessels or cause them to explode with Suicide Squad. Another option relies more on the Druid debuffing enemies via Versatile Vocalist. Lastly, it’s possible to do a bit of crowd control if you equip items that cause your basic action to inflict debilitating effects, such as poison, bleed, or brambles.

Best skills for Tinkerer cats

Tinkerers have a couple of actions right from the start of their turn. If they don’t have a weapon equipped, they can craft a random one through their basic action, and then use that very same armament immediately. A resource called Tech determines the rarity of the weapon that they craft.

Active skills:

  • Craft (4 mana) – Craft and equip a random temporary weapon. This item is lost at the end of the battle.
  • Research (5 mana) – Gain +1 Tech.
  • Nurse Bot (9 mana) – Spawn a Nurse Bot that heals allies.
  • Fast Hands (8 mana) – Refresh your weapon and trinket actions, unless they restore your mana.
  • Mech Suit (15 mana) – Summon a Mech Suit that can be piloted; once per battle only.

Passive skills:

  • Item Proxy – You need one fewer piece of equipment to get set bonuses.
  • Armor Specialist – Your equipment passive effects are doubled.
  • Duct Tape – Items you craft stay with you between battles, but they become cursed. They cannot be unequipped and you must keep using them until they break.
  • Napalm – Your explosions inflict Burn 1 and light tiles on fire.
  • V 2.0 – Start with +1 Tech. Your Tech cannot drop below 1.

The Tinkerer, perhaps in keeping with the theme, is a very clunky class in combat. Certain abilities, like Rocket Skates and Shoddy Jetpack, can damage you when activated. Others, like Turret and Tesla Coil, get destroyed rather quickly.

As such, you should look into options that improve your utilization of weapons. A combination of the Research skill and Duct Tape do wonders. At Tech level 3, it’s possible to craft a Rocket Launcher, which you can keep across multiple battles, provided you have the ammo, thanks to the Duct Tape passive. Item Proxy is also integral if you want to gain boons from item set bonuses.

Best skills for Butcher cats

The Butcher is akin to a health-based Tank. The Cleave basic action creates food pickups, which you can then funnel into your stomach to restore HP. Its Hook weapon pulls in enemies, even those that are positioned diagonally, so they be hit with Cleave as well.

Active skills:

  • Spin Cleave (7 damage) – Attack everything around you with Cleave.
  • Slice and Dice (9 mana) – Dash forward 1 tile and do a spin attack with Cleave, then repeat twice.
  • Mutilate (8 mana) – Attack 3-5 times for 1 damage each. These attacks inflict Bleed.
  • Succ (2 mana) – Collect a pickup within 2 tiles of you.
  • Spoil (6 mana) – Turn all food pickups into Rot Flies.
  • Chomp (6 mana) – A melee attack with Life Steal. If used on an ally, gain +1 STR. If used on a pickup, gain double that pickup’s effects.

Passive skills:

  • Spin to Win – Your basic attack is a 3×3 tile spin attack with Cleave.
  • Glutton – When a food pickup spawns within 2 tiles of you, move toward it.
  • Stompy – You gain Trample. Trample damage you deal has Cleave.
  • Harpooner – When an enemy moves in range, hook it.
  • Duke of the Flies – At the end of the battle, all food pickups become allied flies. Allied flies stay with you between battles.
  • Lord of the Flies – All flies are Charmed and get +1 damage. Whenever you inflict Rot, you inflict bonus +1 Rot.

The Butcher has some of the best skills in Mewgenics due to the potential damage and survivability. Aside from just trampling everything and eating food, you could try a more varied playstyle where you spawn allied flies via the Rot debuff or the Spoil effect. By the time you’re almost done with a run, you should have a swarm of hungry insects guarding your team.

Best skills for Psychic cats

Psychics offer unparalleled battlefield control through their manipulation of gravity. In some ways, they’re akin to Tanks due to a focus on knockback effects, except they tend to cast magic spells.

Active skills:

  • Increase Gravity (3 mana) – Inflict Slow 1 on a unit within your line of sight. If you cast this while at full mana, you inflict Immobilize 1 and deal 6 damage.
  • Gravity Pull (3 mana) – Pull units toward a single tile within range 5.
  • Gravity Blast (6 mana) – Deal 10 Knockback to adjacent units. If you cast this while at full mana, the units take 10 damage in collision.
  • Chaos Teleport (1 mana) – Teleport to a random tile.
  • Suggestion (6 mana) – Cause another enemy within your line of sight to attack another enemy if it can.
  • Hyper Beam (3 mana) – Target a tile. At the start of your next turn, unleash an extremely high damage mega beam on that tile. Castable once per turn.

Passive skills:

  • Flourish – Gravity element abilities do not harm allies. Instead, they grant a positive effect, as well as +1 extra of that effect.
  • Antigravity – You have Flying movement (ignores tiles and can pass over units and obstacles). Gravity element spells cost -1 mana and grant +1 SPD when used.
  • Enlightened – While at full mana, the next three spells you cast are completely free.
  • Full Power – While at full mana, your basic attack deals triple damage and +3 Knockback.
  • Omniscience – You can see everything. Line of sight is ignored.

The Psychic’s spells become stronger if cast while at full mana. These are complemented by the Enlightened and/or Full Power passives. Chaos Teleport, meanwhile, is an extremely cheap spell, which you can spam to reach the ideal position on the map.

As for Hyper Beam, you really want to draft the upgraded version. The once-per-turn restriction gets removed, and you can cast it repeatedly. That being said, it’s going to be annoying if an enemy keeps moving. But, if your team can limit the target’s movement or stun them repeatedly, you’re looking at hundreds of points of damage as multiple orbital strikes rain down on your foe.

Best skills for Monk cats

Monks are able to attack in both melee and from a distance–i.e. lobbed shots akin to a Hunter. They also have abilities that increase their mobility or grant boons the more actions they’ve taken in a turn.

Active skills:

  • Empty Mind (0 mana) – You can’t cast spells for the rest of the battle. Whenever you kill an enemy, take an extra turn.
  • Five Point Palm Exploding Heart Technique (7 mana) – A melee attack that causes a unit to die at the end of its next turn. Bosses fall asleep instead.
  • Combo Throw (6 mana) – A melee attack with Knockback 3. When it hits, switch to your ranged stance and refresh your basic attack.
  • Combo Pull (6 mana) – A ranged attack that pulls a unit toward you. When it hits, switch to your melee stance and refresh your basic attack.
  • Way of the Hare (9 mana) – For the rest of the battle, you can move an extra time each turn.
  • Ocular Pat Down (7 mana) – Inflict Marked and Magic Weakness 1 on a unit.

Passive skills:

  • Running Jab – When you end your movement, automatically use your basic attack if an enemy is in range.
  • Counter Barrage – When you take damage from an enemy’s attack, gain +1 bonus attack.
  • Flow State – When you deal damage to another unit, gain +1 STR and +2 DEX until the end of the turn.
  • Unburdened Strikes – Gain +10% critical hit chance and +25% critical damage for each empty armor slot. If all your armor slots are empty, counter-attack whenever you get hit.

The Monk has such a unique playstyle since it has lower Strength and Dexterity, but you can make up for it with increased Speed (movement), stance switching, and a variety of boons. Here are some additional tidbits to consider:

  • The Five Point Palm Exploding Heart Technique, inspired by Kill Bill, should be your go-to spell to eliminate hostiles in quick succession.
  • Way of the Hare can be recast to grant additional movement actions.
  • Empty Mind, combined with Running Jab and stance switching, lets you have a near-endless turn.
  • The Marked debuff from Ocular Pat Down guarantees a critical hit, which persists throughout the turn. This offsets your weaker damage.

Best skills for Jester cats

The Jester is fairly unique in its own way, since each level up drafts the skills of other classes, including Collarless variants. As such, we can’t really list the best skills for it. Instead, you have to mix-and-match during your run. Here’s a suggestion:

  • Kittens with class-specific skills and decent stat lines make for good Jesters. Neither the stats, nor the innate skills, are altered when the Jester is selected.
  • Additional active and passive skills from other classes are randomly chosen once you lock in this archetype. If they complement your starting abilities or they’re extremely powerful, then you should be all set.
  • If you can’t get ideal options to roll at all, then you can forge ahead on an adventure to see if the RNG gods smile upon you.

That does it for our guide on the best skills in Mewgenics. Don’t forget that we also have a class tier list so you can see how various archetypes fare.

Mewgenics has over a dozen classes, along with hundreds of skills and items, to keep future runs refreshing. You’ve got your work cut out for you, especially with countless potential synergies and random permutations. If you need more help, you can always take a look at our Mewgenics guides hub.

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